/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h
Change the network condition of a replicated component but only after BeginPlay. Using a network condition can allow you to filter to which client the component gets replicated to.
void SetReplicatedComponentNetCondition ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ReplicatedComponent, ELifetimeCondition NetCondition )